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How would you houserule (nerf) magic at high levels.
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<blockquote data-quote="Stormonu" data-source="post: 5482937" data-attributes="member: 52734"><p>I fell into the opposite camp, I thought it was the wrong direction, personally.</p><p></p><p>Cyclic initiative, scaling saves and removing some of the drawbacks of spells all helped to push 3E's spell system towards abuse (don't get me wrong, I do love 3E). I don't think you could reintroduce cyclic init back into 3E without adversely impacting the length of combat, and scaling DCs is too good of an idea to drop entirely. And it seems no one likes drawbacks in their RPGs anymore.</p><p></p><p>Personally, I'd go for longer casting time on most of the higher level spells - a whole round for 4th-6th, one additional round for each spell level past that for 7th to 9th (so 2 rounds for 7th, 3 rounds for 8th, 4 rounds for 9th). Of course, you'd have some spells that would be the exception (power words, for example), but they'd need some sort of drawback (damage to or a condition placed on the caster to make up for quicker casting time). Semi-Faustian magic has always been the way I wished D&D magic had been implemented. (Great power demands an equal cost - it'd open up so many adventure plots to cast say, Finger of Death so it doesn't take you out in the process as well).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5482937, member: 52734"] I fell into the opposite camp, I thought it was the wrong direction, personally. Cyclic initiative, scaling saves and removing some of the drawbacks of spells all helped to push 3E's spell system towards abuse (don't get me wrong, I do love 3E). I don't think you could reintroduce cyclic init back into 3E without adversely impacting the length of combat, and scaling DCs is too good of an idea to drop entirely. And it seems no one likes drawbacks in their RPGs anymore. Personally, I'd go for longer casting time on most of the higher level spells - a whole round for 4th-6th, one additional round for each spell level past that for 7th to 9th (so 2 rounds for 7th, 3 rounds for 8th, 4 rounds for 9th). Of course, you'd have some spells that would be the exception (power words, for example), but they'd need some sort of drawback (damage to or a condition placed on the caster to make up for quicker casting time). Semi-Faustian magic has always been the way I wished D&D magic had been implemented. (Great power demands an equal cost - it'd open up so many adventure plots to cast say, Finger of Death so it doesn't take you out in the process as well). [/QUOTE]
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